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Valorant

5 Sep 22

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A Guide on Creating, Taking, and Controlling Space in Valorant

Spacing is important when executing plays both on the Attacking and Defending side of Valorant. Learning how to effectively create, take, and control space allows for more efficient executes onto sites. Controlling space on the map dictates the round and tilts the odds of winning in your favor. Let’s learn how to master spacing.

The concept of space in Valorant is no different to the concept of space when touching grass. The more free space you have, the more you are able to move around and do things. Like the Step Brothers, you can create space so that there is much more room for activities (effectively planting Spike).

Creating Space on Attack

Creating space to enter a site is the most obvious way to utilize spacing in the game. Creating space is done effectively by Initiators but can also be done by Controllers and Duelists. Initiators set up opportunities for teammates to attack, in other words, they initiate. Controllers set up smokes to close off angles to define the space to take. These two functions initially create a less dangerous space for the Duelist, who take the space.

Duelists can also create space in a pinch, but each Duelist’s unique ability allows them to do this in various ways. For example, Yoru’s flash can cause enemies to retreat, while Raze’s Paint Shells can clear enemies to allow even more space.

Sentinels can create space too, just not as effectively. Sage’s wall and Cypher’s cage can close off angles to mimic a Controller.

Creating Space on the Map

The easiest way to create space for your team on the map is through lurking. A lurking player on Attack allows the attacking team more options if their initial push for a site is unsuccessful. A lurk creates a safe path to a different site, while also catching enemies rotating. A lurk can also help with an initial site by getting information about the enemy’s position. Pushing up via lurk, creates and holds more space for your team to move around freely. Creating this space on the map is done efficiently and effectively by an agent like Chamber.

Controlling every inch of space possible allows for security and options to adapt.

In this example on Ascent, Killjoy is creating a small space. Killjoy is allowing the Attackers in A Main to focus on executing onto site without having to worry about their flank. The space controlled in green is free for the attackers to move around in since it is being secured by Killjoy. Little things such as this, allow for easier and more efficient play.

Taking Space on Attack

Coordinating to take a space is usually only done on sites; this is because there is always expected pressure from the Defense. This is why you often see utility being dumped even if there is no information that there are enemies in certain areas (better safe than sorry).

Taking space is usually done by Duelists but can be done by other agent types to a lesser effect. Taking the space created by Initiators calls for an aggressive push, which specifically suits the Duelists’ kits. If a Duelist is challenged when attempting to take space, a Reyna Dismiss or a Jett Dash allows a player to retreat to safety or reposition. Get-Out-of-Jail-for-Free card type abilities are an important characteristic for Duelists in this meta (which is why Phoenix is out of meta). Duelists’ abilities are quick and self-sufficient, they are most likely to win duels because of this. An important role a Duelist plays is to make the less-dangerous space created by the Initiators into a safe space for the rest of the team to push. Clearing corners and killing enemies allows for a safe route for the spike to travel to a plant site.

Like previously noted, other agent types can entry and take the space created, but they are less effective. The best “hybrid” type agents to do this are KAY/0 and Chamber. Kay/0’s ultimate comes in handy to entry, and his ability to pop flash allows him to push aggressively, but he does not have an ability that allows him to escape from danger. Chamber has also recently acted as a mimic Duelist as his teleporters allow him to evade danger. However, he is best suited as a lurk because other than his ability to escape danger, his kit does not benefit a push on to site.

Controlling Space on Attack

Controlling a space that is secured is usually done in the post-plant phase of an attack. Post-plant positions allow for every entryway to be checked for Defenders trying to re-enter. Controlling the space can be done effectively by Sentinels and Controllers. Utility such as mollies, walls, and slows delay invaders from attempting to retake the lost space from the controlling team. The goal of controlling a space post-plant is to delay, delay, delay. Which is why utility dumping to enter a site can be costly.

Controlling Space on Defense

Defense is mostly about controlling space since the sites are already given to Defenders. Defenders take map space when more information about the Attacker’s positions are known. Controlling space on Defense is done most effectively by both Sentinels and Controllers although it is a full team effort. Utility to delay and cut off attacks on site chokepoints allows for a successful site control. Smoke, stuns, and trips give Defenders time and information for reinforcement.

Controlling map space such as Mid, gives valuable information for Defenders to readjust and react to Attackers’ movement.

An example of Full Map control on Defense can be seen here:

This setup is for Defenders on Ascent. A Site features an Omen and a KAY/0. The Kay/0 knife gathers information on if there is any enemy presence in A Main. The Omen smoke delays any sort of push or peek in A Main.

Mid features two utilities and players. Raze is in Cubby, where she can hear if players are running up Catwalk. This would allow for a stealthy kill or a swing. Behind Pizza and Market is an Omen smoke. This stops players from pushing to Defenders Side Spawn for a flank. In Pizza is a Chamber Trademark. If it goes off, it gives information to the rest of the team that players are coming through Mid. This allows Raze to push through Grass and Fade to push through Spawn Mid or Spawn B.

Chamber is holding B Main aggressively with a teleporter. This allows him to get an early pick or allow him to push to clear B Main and B Lobby, all while being able to teleport to safety.

If Chamber gets a pick, he will be able to see if it is a B push. If nobody is there, Chamber can take the space the Attackers have given him and rule out a B push from the Attack. If his Trademark goes off, then his team knows that they pushed through Mid. Three players are positioned to surround them and stop the attack. If the KAY/0 knife gets anybody in A Main, then the team will know that it is an A push and can react to that. This setup gives the defending team full map control. They take the space that is given to them and control the space based on each agent’s position. Controlling space on Defense is a team effort, however Sentinels and Controllers can defend a lot of space easily.

Conclusion

Spacing has a substantial influence on the turnout of a map. It is important to understand how controlling the area given to you gives the entire team an advantage. Creating, taking, and holding on to parts of the map allows for more advantageous duels and ultimately an easier attacking half. Controlling the map on defense allows for the most information gathering as well as adaptability to whatever the enemies have in store for the round. The battle for space dictates the game.

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